precision mediump float;
uniform sampler2D u_texture;  
varying vec2 v_uv; 
//varying float v_fog;
void main()
{
	gl_FragColor = texture2D(u_texture, v_uv) ;//+ texture2D(u_texture0, v_uv);//vec4(0.0,0.0,1.0,1.0);
	

//	vec4 fogColor = vec4(1.0, 1.0, 1.0, 1.0);
//	gl_FragColor = v_fog*fogColor + (1.0 - v_fog)*gl_FragColor;
}
